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[Archived] Sliders of Short Time Length Change the Hit Window

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Topic Starter
Charles445
Sliders that last for a very short amount of time will cause breaks if they reach the sliderend before the player clicks the beginning.

Sliders are already lenient when clicking on their beginnings. You can hit them very late, even after the ball has started moving and still get a 300.
The problem is, slider ends or repeats are not lenient at all. If they are reached and the player has not clicked on the slider, it combo breaks.
This means sliders that last for a very short time, let's say 30 ms, create a cap on when the player can click on them after the slider starts.
Sliders that have this problem can easily be 300'd by clicking on them far earlier than they actually start, but that is a bad gameplay workaround for a serious bug.


For an example of this, I'm going to list one of the earlier examples of this issue, Chipscape.
http://osu.ppy.sh/ss/1594526
The 1/8 repeat sliders on this map last for 34 ms. This means that if the player clicks these sliders >34 ms late, they are guaranteed to break.
I'm not certain what the actual leniency of slider beginnings is, so I will be using 100 ms in place of their actual value.
The player is able to click the sliders in chipscape far far earlier than 34 ms to complete them, so the hitwindow ends up being (100 early - 34 late) instead of the desirable and correct (100 early - 100 late).
Basically, it's easier to hit these sliders earlier than later, which is a huge problem.


As maps are developing and people grow fond of short sliders, more and more of these cases are occurring, mainly due to the obscure nature of this bug.
Here are 3 more examples.
Forgotten has repeats that last 30 ms.
CUSTOM DRIVE has repeats that last 25 ms.
Almagest has repeats that last 21 ms.


1/8 sliders have been used well for fast percussion, and 1/16 has been used to make satisfying buzzing sounds.

Fixing this bug will stop players from slider breaking unfairly as well as allow these mapping developments to continue.



osu! version: 20140410.5 (latest)
Ayesha Altugle
Please confirm this, It's so annoying

Especially with This map. I can't hit this slider properly
Topic Starter
Charles445

vahn10 wrote:

Please confirm this, It's so annoying

Especially with This map. I can't hit this slider properly
This map is a great example.

00:11:877 (1) - on the Another has a length of 21 ms.
Full Tablet
What do you think should happen if the player hasn't hit the slider before the first repeat or the slider end?
Topic Starter
Charles445

Full Tablet wrote:

What do you think should happen if the player hasn't hit the slider before the first repeat or the slider end?
That's a good question, probably just reimburse the combo and score as if the player had hit the skipped beats, and continue the slider from there.
If the player ends up skipping the entire slider, reimburse combo and score and create a hitburst where the slider-end is immediately when the player clicked.
The only loss then would be the hitsounds of the skipped repeats or slider end, which isn't a big deal.
Ayesha Altugle

Charles445 wrote:

vahn10 wrote:

Please confirm this, It's so annoying

Especially with This map. I can't hit this slider properly
This map is a great example.

00:11:877 (1) - on the Another has a length of 21 ms.
It's something like 20.8333... ms
MillhioreF
This would horrendously break old scores on maps which use this as part of the challenge. Besides, the timing window for hitting these sliders is still more lenient than OD10 (much more if you count hitting early), never mind that it would likely be a pain to fix and have the potential of introducing more bugs into gameplay.
Topic Starter
Charles445
I don't think any mappers made these sliders as part of the challenge intentionally.
It would make those parts of the maps easier for future plays, yes.
I don't think this would break scores, scores don't change after they've been recorded.
I think the only thing that could happen to old scores would be the replays having a different looking playback than advertised by the score, and that happens sometimes already.

If proper testing was done with testbuild I think introducing new bugs could be avoided, although I can imagine the implementation of the fix would be very tough anyway.

Still, having this bug fixed would be huge, as it would maintain OD consistency within maps.
Kibbleru
i just thought this could probably also be a problem when people play lower bpm maps on DT
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